r/EmulationOnAndroid • u/LilSatxDreamer • 5h ago
Showcase Borderlands 2 No Longer Pc Only
Thanks to the help from someone here you no longer need a pc to run the mods on android!!!
r/EmulationOnAndroid • u/Producdevity • Jul 02 '26
GameHub Lite 5.1.8 fixes a logging issue where Steam authentication-related values could appear in diagnostic logs.
In some cases, logs could include fields such as steamToken, refreshToken, or accessToken from Steam login/launch flows.
Publicly posted logs containing these fields should be deleted or redacted.
This should go without saying but If you find any security issues, please reach out PRIVATELY. I have not checked if this issue is still present in recent GameHub versions, already ruined my one day off I was spending with my family by the person who reported this publicly and I do not plan on spending any more time on this.
The fix adds centralized log redaction for Steam/auth token fields, Steam QR login URLs, JWT-like token strings, and launch command token arguments before logs are written. This covers the app loggers, JavaSteam logging, and the PC launch-log file writer.
This release also pins local patch builds to apktool 2.12.1
r/EmulationOnAndroid • u/LilSatxDreamer • 5h ago
Thanks to the help from someone here you no longer need a pc to run the mods on android!!!
r/EmulationOnAndroid • u/DashWriting • 8h ago
So I've been chatting with the people behind DroidDeck over the last couple weeks, and I've finally put together what turned into a rather lengthy feature about the project, its history, and the people making it happen.
I interviewed The412Banner, Max, xXJSONDeruloXx, Kimchi and Astro Sky, digging into everything from their earliest experiences with gaming and development to how their separate experiments with Linux, Gamescope and Steam eventually came together. What started as a way of getting the actual Steam client running on Android has grown into something way more ambitious, and I really wanted to tell the story of how that happened rather than just write another overview of what the software can do.
We also got into the technical challenges, the ridiculous pace of development (it updated and changed a few times while writing this!), their approach to AI-assisted coding and automated testing, the importance of open source, and where they hope to take DroidDeck in the future. There are some personal stories in there too, particularly about the early breakthroughs and the excitement of finally seeing things work. It's a long read, admittedly, but I wanted to give everyone involved the space to tell their side of the story. I'm really grateful to all five for taking the time to answer my many, many questions, and I hope you enjoy getting to know a little more about the people behind a project that's quickly become one of the more interesting developments in Android handheld gaming!
To make it clear, regarding the new rules in place for this sub-reddit, DroidDeck makes use of AI to assist development
r/EmulationOnAndroid • u/brandonsalt92 • 2h ago
r/EmulationOnAndroid • u/Shad0w59 • 4h ago
23 games tested:
3:30 Need for Speed: Most Wanted Black Edition full speed
13:56 NARC full speed
20:27 Dead or Alive Xtreme Beach Volleyball full speed
27:12 Loons: The Fight for Fame full speed
32:10 Blood Wake full speed
37:35 Apex full speed
41:44 Dino Crisis 3 full speed
51:36 Rallisport Challenge 2 full speed
1:00:57 Panzer Dragoon Orta full speed
1:06:16 Soulcalibur II full speed
1:11:11 Wreckless: The Yakuza Missions full speed
1:14:20 Project Gotham Racing minor speed drops
1:19:58 Commandos: Strike Force full speed
1:23:40 Counter-Strike full speed
1:31:10 Burnout Revenge full speed
1:37:25 Blinx: The Time Sweeper crashed, bad game dump?
1:38:04 Blinx 2: Masters of Time & Space full speed
1:46:20 Crimson Skies: High Road to Revenge full speed
1:55:35 Project Zero full speed
2:03:40 Castlevania: Curse of Darkness full speed
2:08:30 Silent Hill 2: Restless Dreams crashed but new version has fix
2:14:28 Fight Club full speed
2:18:28 Dead or Alive 3 minor speed drops
r/EmulationOnAndroid • u/Royal_Dog5038 • 2h ago
I've tried NXEmu, new switch emulator, Its kinda have better performance on zelda, i change the graphic settings but always back to default settings. This emu need .dnsp and .dxci format.
Poco Pad X1
Snapdragon 7+ gen 3
r/EmulationOnAndroid • u/screamBunniee • 17h ago
Android emulation has come a long way. We’re getting to the point where playing games that once required a proper PC on a phone feels less like a crazy experiment and more like a real possibility. 🤯 What’s the most impressive PC or console game you’ve managed to run on your Android device? And what game are you still waiting to see run smoothly?
How far do you think mobile emulation can realistically go?
r/EmulationOnAndroid • u/revals32 • 1d ago
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Device S25U 12GB RAM, Emulator Bannerlator
720p Low SMAA SGSR100% 30fps cap + LSFG 2x
P11arm , dxvk3.1.1 , fex2609, Turnip gen8v38
Full gameplay watch here
r/EmulationOnAndroid • u/Particular_Action256 • 2h ago
First step: Install the latest bannerlator https://github.com/The412Banner/Bannerlator/releases/tag/3.1.7
Second step: Create the container
Wine: Proton-11.0-2-arm64ec-15 Dxvk: 2.4.1-1-gplasync-arm64ec-0 Driver: StevenMXZ Turnip Gen 8 v38 for A8xx gpus and Turnip v27.0.0-R1 for A6xx A7xx gpus
Advanced settings: WOWBox64-0.4.4-0 set to compatibility FEXCore-2610-2246 set to intermediate
Third step: Press the three horizontal lines on the top left corner and click file manager now, go to your downloads folder and hold the borderlands 2 game folder and press the internal button and go to Drive C and copy/move the game folder. Now what this does is it speeds up the loading time, if you don't move the game to drive C it will take like 10-15 minutes for the game to boot up, so this is a very necessary step
Now for the final step: Download the latest mod manager https://github.com/bl-sdk/willow2-mod-manager/releases/tag/v3.8 Extract it and press the folder and there will be 2 folders "binaries" and "sdk_mods" now, launch the bannerlator and go to the file manager again press the download folder, once again click the willow2-sdk folder and copy the "Binaries" "sdk_mods" folder to the borderlands 2 game folder on the Drive C and it'll say that this folder already exists press merge anyways, and that's it you got the mod manager installed!
r/EmulationOnAndroid • u/pixelio9976 • 8h ago
Over the past few days, I’ve implemented several features based on your feedback. Here’s what’s new and updated in GBA Duo v0.1.8
Improvements
.sav file from another emulator into your chosen folder and enable Custom Save Folder. The app will automatically scan matching filenames and sync them as game.sav (no more manual setup needed).New Features
New Companion Packs
Download the latest version at gbaduo.com and browse all packs here gbaduo.com/packs
Thanks, and enjoy!
r/EmulationOnAndroid • u/0bs1d1anm0th • 7h ago
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I haven't seen anyone talk about the 2 player settings on the ps2 emulators
I have 2 bluetooth controllers connected to my phone and works perfectly no lag
I sometimes even connect a Bluetooth speaker or eatphones and still no lag
i even tried nfs most wanted and carbon with split screen
still gives me solid performance at 1080p res
r/EmulationOnAndroid • u/Zuluwargod69 • 19h ago
Happy one year anniversary to ARMSX2!
ARMSX2 is now one year old! On October 26th, 2025, the first version of ARMSX2 was released to the world. We are so grateful for all of the support and love we've received since then, and how far the project has come! This update brings a new VU1 compiler that makes 3D-heavy games faster, an option to run the PS2's I/O processor on its own thread, our own GPU drivers offered right in setup, a lot of work for the Retroid Pocket Duo and other Adreno handhelds, Automatic Performance Tuning, and a big batch of community fixes.
Our GPU drivers in setup, and the Retroid Pocket Duo
First-run setup now offers the GPU driver ARMSX2 builds for your device: ARMSX2 Turnip on Adreno 6xx and 7xx, and MaliSX2 on the Mali GPUs it supports. One tap downloads it and makes it your driver. The GPU driver page recommends ARMSX2 Turnip on every Adreno 6xx and 7xx, including the Adreno 613 in the Anbernic RG 55G1, which calls itself "Adreno A12".
Much of this release was tuned on the Retroid Pocket Duo (Snapdragon 7 Gen 4, Adreno 722):
The Adreno 722 gets the rendering rules it needs under Turnip. The app's optimized build is now trained on the Duo, across 16 games. Shadow of the Colossus counts its shadows at native resolution, which takes about 15 ms off a 37 ms frame at 2x on the Duo, and it now holds a steady 30 fps, as on NetherSX2. Screens mounted sideways, like the Duo's top screen and the RG 55G1's portrait panel, get the picture already rotated, so Android no longer spends GPU time turning every frame (16 to 17% of the RG 55G1's GPU). On the Duo, Shadow of the Colossus now runs at 150% speed at 2.5x, God of War II in widescreen at 123% at 2x, and Black at 124% at 2.5x.
VU1 Ahead-of-Time Compiler
The PS2's VU1 does most of a game's 3D math. ARMSX2 now recompiles the VU1 programs a game runs most into faster code on a background thread, and remembers its plan for them, so the next time you play they are fast from the start. It is on by default: "VU1 Ahead-of-Time Compiler" in Performance settings (Advanced Speedhacks) and in the in-game Performance menu. Turning it off also clears what it saved. VU code in general is shorter and quicker too.
IOP thread
The PS2's I/O processor (sound, controllers, memory cards and the disc) can now run on a thread of its own, taking its work off the main emulation thread. Turn on "IOP Thread" in Performance settings (Advanced Speedhacks) or in the in-game Performance menu, for one game or for all of them; "IOP Thread Lag Bound" sets how far it may run behind. It needs four performance cores, and it stays off for PS1 and arcade games. The game database turns it on for Shadow of the Colossus, God of War and God of War II: on the Retroid Pocket Duo, Shadow of the Colossus runs up to 11% faster with it and God of War II about 6%.
Automatic Performance Tuning
A new option watches what holds a game back and tries the settings that can help: the resolution, blending, the texture download mode, the GS back thread and the emulated CPU's clock. It keeps a change only when the game got faster, and remembers it for that game. The switch is at the top of Performance settings and the in-game Performance menu. A game's own Performance settings list what it changed, with a Reset, and changing one of those settings yourself turns it off for that game. It is off by default, and setup asks whether you want it.
New
The in-game menu reopens where you left it. The menu button opens the tab you last used, and with a controller, the option you had selected, so checking achievements or trying rendering options means no more walking back through the menu. Shortcuts that open a tab, like Open Achievements, still open that tab.
Every controller as Player 1, and controllers in the in-game menu. "All controllers play as Player 1" (Pad settings and the in-game Controls screen) lets a docked handheld's own controls and a Bluetooth pad both play as Player 1, and each gets Player 1's rumble. The in-game Controls screen lists the connected controllers with a player for each, and switches mapping profiles without leaving the game.
Recording-compatible audio. A new Audio setting lets Android's screen recorder capture the game's sound for devices like the Odin 3 that have recording issues by default. Off by default, since it adds a little latency.
Volume and Mute in the in-game menu. In the gear icon tab of the quick menu.
Tight L1/L2/R1/R2 touch areas. A new option in Settings > Controls > On-Screen Controls makes each shoulder button answer only on its own artwork.
Covers for home screen shortcuts. A game pinned to the home screen shows its box art.
File names in the library list. List view shows each game's file name under its title, so two dumps of one game can be told apart.
The themed app icon shows the tower. With themed icons on, ARMSX2's icon is the tower in your theme's colour.
Remote play on Discord. While a friend is playing with you, both of your Discord profiles show the game and "Playing remote play (2 of 2)".
Launchers can start games right away. When a launcher installs ARMSX2, places a BIOS and starts a game, setup counts as done and the game boots (#847).
Cleaner edges when upscaling. At 2x and above, the picture loses one PS2 pixel on each side, which removes the stray lines upscaling can leave at the edges.
The new settings in every language. IOP Thread, the VU1 Ahead-of-Time Compiler, Automatic Performance Tuning and the GPU driver page in setup are translated into all 19 of the app's languages.
Faster The GS back thread. While it runs, the busiest emulation thread gets the fastest core to itself, on Android's default Performance Cores mode. The game database turns the back thread on for Spider-Man 3, Sly 3 and Ratchet & Clank: Up Your Arsenal, 1 to 24% faster on the devices measured.
CPU affinity modes. The ranked affinity modes now order the cores by the kernel's own ranking, so the emulator's threads go to the big cores first.
Software renderer. Sprites that copy a 32-bit texture into the frame are copied straight from the PS2's video memory, about 3.4 ms less GS work a frame in Stuntman on a Snapdragon 865.
Hardware renderer. Fewer pipeline switches between blended draws, and render targets a game has fully redrawn are let go sooner.
Fixed
Selection highlights follow the controller. The highlight in menus and the library shows while you use a controller and hides when you touch the screen. After a touch, the first controller press brings it back where it was.
Tomb Raider: Legend renders correctly (#776).
Memory cards. Creating a card with the name of an existing one is refused, so that card and its saves stay safe, and importing a folder card from a zip keeps every save in its own folder.
Backup save states. Load and Save on a backup row in the Save Manager use that backup's own file.
In-game Controller Mapping. With a per-game mapping, it edits that game's mapping.
The Open Achievements hotkey opens the Achievements tab.
A physical keyboard types into search when "Use system keyboard" is on (#840).
.gz games show their serial and cover in the library (#863).
The animated library background runs on Mali GPUs.
Per-game controller mappings apply in game for homebrew and every other game without a serial.
The library shows the right message when it is empty, and the category picker works with a controller.
Performance settings' Reset resets every setting on that page.
Vulkan. A render pass restarted in the middle of a frame keeps what it drew.
Steadier settings changes. Changing Speed in the in-game menu, loading from the Save Manager and achievements sign-in run on the emulator's own thread, and the app stays responsive while it changes the achievements server.
(P.S. Going forward Linux builds will be distributed along with Android stables, iOS/Mac/Windows are distributed through nightlies (iOS also has it's own separate stable releases as it has been).
r/EmulationOnAndroid • u/n3xox1 • 13h ago
I’m the creator of NxEmu, an open-source Switch emulator, and we now have Android builds working.
Things seem to be working well, but I want to get it into the best possible shape before the official release, so I’m looking for feedback.
You can download the latest version from: https://www.nxemu.com/downloads-development.html
Important: NxEmu does not decrypt games. You need decrypted game files and firmware. I can’t help with that part, but I’ll do my best to help with anything else.
r/EmulationOnAndroid • u/IntranasalNachos • 4h ago
Was fine until you get to adulthood. Then your face goes black. Anyone else experiencing this? Device is SD7sGen2
r/EmulationOnAndroid • u/OrdinaryGuy012 • 4h ago
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Specs/device
Infinix Note Edge
8gb ram
Dimensity 7100
This game has been recompile into nsp to app... Thanks to the vibecoders to make this possible...
GitHub: Brandon04Gonzalez
r/EmulationOnAndroid • u/Centrico_92 • 3h ago
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Dogmatix 1.4 is out.
Download: https://github.com/cortinadev/dogmatix/releases/tag/v1.4
One APK, SHA-256 included in the release notes.
It installs directly over 1.3.1 / 1.3 / 1.2 and keeps your library, downloads, favourites and settings.
If you're already on 1.3.1, Dogmatix should offer the update automatically. Older versions only need this manual APK install once.
Before getting into the changelog, I want to clarify something because my previous release post was removed with the reason “No piracy.”
Dogmatix does not provide ROMs, ROM repositories, download links, or any built-in source of copyrighted content.
It is simply a ROM/source manager. Users configure their own sources, and Dogmatix indexes and manages the files exposed by those sources. Those sources can contain legal content, homebrew, public-domain software, personal backups, or potentially copyrighted material depending entirely on what the user configures.
Dogmatix itself doesn't ship with any ROM source, legal or illegal.
You can now add Internet Archive items directly:
ia://<item>
or just paste an:
archive.org/details/...
URL.
Dogmatix reads the item's files through the Internet Archive metadata API.
If you paste the URL of a ZIP inside an Archive item, Dogmatix can also browse its contents and let you download individual games instead of downloading the entire archive.
Individual downloads from inside ZIPs cannot currently be resumed, and Dogmatix clearly indicates this in the download row.
Dogmatix can now work with websites that don't expose a traditional directory listing.
You can define CSS selectors for:
There's also a Test button so you can verify what Dogmatix detects before saving the source.
These configurations are included when exporting your sources.
For Archive items that require an account, you can now sign into archive.org through its own page inside Dogmatix.
Dogmatix stores the resulting session, not your password, and credentials are only ever sent to archive.org.
When creating a console, Dogmatix now includes predefined data for roughly 50 systems across 16 manufacturers, including:
And directory parsing now supports listings generated by nginx, IIS and plain-link Apache servers too.
Downloads are now written as:
<name>.dogmatix-part
and only receive their final filename after completing successfully.
That means an incomplete download can no longer accidentally appear in your library as a valid game.
Automatic retries also survive closing the application. If a retry becomes due while Dogmatix isn't running, it will be executed when you return.
Extraction errors are also much more explicit now:
The downloaded archive is preserved, and Retry attempts extraction again without downloading the file twice.
Download again also keeps your existing copy until the replacement finishes successfully.
Files copied or moved between folders or storage volumes are verified using their size and sampled blocks before the original is deleted.
Rescan all is substantially faster when torrent sources haven't changed.
On my test device with 29 torrent sources:
Before: 53–142 seconds
Now: under 1 second
Disabling or deleting a source now removes its games immediately.
Re-enabling it triggers a new scan.
Scan requests received while another scan is already running are now queued instead of silently discarded.
Connection errors have also been improved: an unavailable server now reports “Could not connect” instead of the rather useless “Connection was cut.”
Manufacturers without consoles can also finally be deleted.
Duplicates and Free up space are smarter now.
Dogmatix can detect multi-file games such as:
.cue + .bin.gdi.m3ueven when the same game has accidentally been copied into another console's directory.
It also tells you which copy will be kept.
Delete confirmations now include the real number of affected files, including tracks referenced by .cue / .gdi files and playlists that need to be rewritten.
The displayed freed storage space is therefore much more accurate.
Storage errors are also handled separately now:
Anything Dogmatix can't safely access is left untouched.
Dogmatix now has:
scripts/validate.shrelease-check.shThese checks run as part of the release process.
The release has also been manually tested on an Android 14 Kinhank K56, in both landscape and portrait.
One small note:
The first Rescan after upgrading to 1.4 will re-read every web source once because the listing parser has changed.
Full changelog:
https://github.com/cortinadev/dogmatix/blob/master/CHANGELOG.md
Repository / downloads:
https://github.com/cortinadev/dogmatix
Feedback, bug reports and source compatibility reports are welcome in GitHub Issues.
For transparency: AI tools are used during the development of Dogmatix, alongside manual development, testing and review.
AI was also used to help structure and write this release post.
The application itself is still tested and reviewed before releases; using AI is part of the development workflow, not a replacement for validation.
r/EmulationOnAndroid • u/Novel-Marsupial640 • 1d ago
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Hi Reddit!
I’m developing SkyNetEmu, an open-source Android environment for running desktop games.
SkyNetEmu builds on Winlator and its community forks. It isn’t a new CPU emulator or a replacement for Wine, Box64, or Mesa. My work focuses on adding different game execution paths and making configuration easier.
SkyNetEmu can launch native Linux game builds without Wine or Proton.
For an x86-64 Linux game, Box64 translates CPU instructions for the phone’s ARM processor. A game using Vulkan can use the Vulkan graphics path through Mesa Turnip on supported Adreno devices, without DirectX-to-Vulkan translation.
This doesn’t eliminate all overhead: CPU translation, Linux runtime compatibility, and presentation still matter. The benefit is avoiding Windows compatibility layers when the game has a suitable Linux build.
SkyNetEmu also supports Windows ARM64 game builds. Their ARM64 code doesn’t require x86-to-ARM CPU translation, although Windows API compatibility is still needed.
This is a separate option—not a claim that ordinary Windows x64 games can run without translation.
For Windows-only x64 titles, SkyNetEmu retains the familiar Wine/Proton and CPU-translation approach, with DXVK or VKD3D-Proton where appropriate.
The aim is to use the path appropriate to the game, not stack every compatibility layer together.
I’m also implementing game profiles tailored to the device and CPU, reducing the amount of manual runtime and graphics configuration needed when creating a shortcut.
My demo uses West Coast USA, Medium graphics, and 3–4 active AI vehicles, on my Samsung Galaxy Fold test device with a Peltier cooler. The displayed FPS is around 60–70 in the demonstrated run.
This is a demonstration, not a controlled comparison against stock Winlator or a guarantee for other devices. Game version, runtime, driver, resolution, cooling, and frame-generation settings all matter when comparing results.
SkyNetEmu is open-source and actively developed. I'd love to hear your feedback, bug reports, and device benchmarks!
SkyNetEmu on Github - https://github.com/skynetigor/SkyNetEmu
SkyNetEmu releases - https://github.com/skynetigor/SkyNetEmu/releases
Feel free to ask any technical questions about the architecture or setup in the comments!
And finally, for whom it may concern, I do use AI for coding, specifically Claude, Codex, Cursor, Copilot agents.
r/EmulationOnAndroid • u/SJ543 • 2h ago
They are
My Boy
My OldBoy
Melon DS
Azahar(If possible)
r/EmulationOnAndroid • u/karnamun • 2h ago
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this was with last gamehub version and my device is a Poco F8 pro .
the game is running good. also the character studio.
beautiful game
wanna see more?
i personaly update this version of the game for work with some good plugins.
r/EmulationOnAndroid • u/whiskyB0y • 17h ago
I'm not the dev just spreading news in case some of you assumed.
Link:
https://github.com/rfandango/hakuX/releases/tag/v1.2.0
Details
System link, stability and compatibility improvements.
Network
System link over your network — Settings → Network → System link → LAN: hakuX devices on the same Wi-Fi network find each other as Xbox consoles on a LAN do. Devices the network's broadcasts don't reach, on another subnet or a VPN such as ZeroTier or Tailscale, are added by address under Other consoles
XLink Kai — system link over the Internet through an XLink Kai engine running on a computer on your network; its web page picks the game's arena
Console identity — each console has its own serial number, network address and online key. A device whose hard disk was copied from another one offers to make itself a new identity, since two consoles with one identity can't see each other
Games
Sega GT 2002 — the cars have their paint, reflections and sun highlights
Doom 3 — no longer crashes as its main menu loads
Fatal Frame II — starts and reads its disc in the order it asks for
AirForce Delta Storm — answers the controller and the on-screen controls (it ignored all input)
Silent Hill 2 — no longer crashes when it loads a room
Splinter Cell: Double Agent — no longer closes on boot
Super Monkey Ball Deluxe — its title movie plays and its movies aren't black
Ultimate Spider-Man — no longer crashes a second into boot
Grand Theft Auto III — no longer shows its bad-disc screen
Project Gotham Racing 2 — the attract replay no longer goes black
Dungeons & Dragons Heroes — the tutorial's prompts show
Sound — games that hold their voices while the sound engine updates them, or stop a voice as it changes, no longer freeze or play a stopped voice on
Performance
Fewer stutters with Turnip — frames reach the screen without a CPU wait in front of each one
App
Controllers — only the players with a controller are plugged into the console (player 1 always, for the on-screen controls), and a controller plugs in or out as it connects, disconnects or is assigned to another player, without restarting the game
r/EmulationOnAndroid • u/Nazatrics • 5h ago
I just got Asura’s Wrath running on ARMSX3, but it’s very laggy and stuttery during combat. The cutscenes run perfectly, with only occasional flickering.
My device is a POCO X7 Pro (Dimensity 8400 Ultra), and I haven’t changed any settings in ARMSX3. Everything is still set to default.
Can anyone recommend better settings to improve performance? I’d really appreciate it!
r/EmulationOnAndroid • u/Embarrassed_Ad_4244 • 4h ago
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Testing Marvel's Spider-Man 2 on the RedMagic Astra (Snapdragon 8 Elite) with the new GameHub v6.3.2 update. In this video, we take a look at the game's performance, frame rate, and graphics quality on an Android device. You can see the improvements brought by the update in action. Don't forget to like and subscribe! #SpiderMan2 #GameHub #RedMagicAstra #Snapdragon8Elite #android
Gamehub: https://gamehub.xiaoji.com/en/
Reddit imposes restrictions on video length and file size. The full-length version of the video has been shared on my YouTube channel.
r/EmulationOnAndroid • u/Fun_Armadillo8824 • 3h ago
i have an 8s gen 3 as main along with gamesir x3 pro as controller. is it worth it to get a cheap second hand 8 gen 3 as my gaming phone? or is 8s gen 3 already good enough. so far games like sleeping dogs and tekken 7 (gamehub) consistently getting 20-30 fps yet sometimes stutter a bit
r/EmulationOnAndroid • u/0bs1d1anm0th • 7h ago
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running at 60fps 2k resolution
2 bluetooth controllers connected
I used a patch to unlock all characters
even after 2 or 3 hours of gaming phone doesn't heat up and my FPS doesn't drop the entire session
r/EmulationOnAndroid • u/endikags • 21h ago
Hey everyone 👋
Just a week after last release, the cloud saves I promised last time are here. Blip 1.4.0 is out on Google Play and, for the first time, as an APK on GitHub 🎉
Blip Cloud (beta) keeps your saves in step between devices. Sign in, grant each emulator its saves folder once, and that's it: a newer save comes down before you play, and yours goes up when you close the game. Every save a download replaces is backed up first, and the game page's Saves tab lets you restore any version or pick between two devices that both saved.
RetroArch, melonDS, PPSSPP, Dolphin, Azahar, the yuzu/Eden family, Vita3K and more. Free, 100 MB.
Achievement sets are now matched by the ROM's hash on every console RetroAchievements supports, not just by title. A medal on the ROM card shows which copy the site supports, so you know which region to play.
Themes can now shape the shade, glass, blur and titles over game art, and the built-in looks got a refresh with it. The new My themes tab brings the themes you made on themes.goblip.co straight to the device, private ones too.
A game editor with Info, Launch, IDs and Library tabs, a puff from the cover when a game opens, a Server games setting for RomM, and dozens of fixes across scanning, downloads, the dual screen and Android 12.
Not on Google Play? Grab the APK from GitHub, or add it to Obtainium for automatic updates. It installs next to the Play version. ⚠️ It can't unlock Pro yet, so RetroAchievements and RomM are Play-only for now. Everything else, Blip Cloud included, works the same.
Betas keep happening on the Discord (#beta-releases and #beta-feedback). Want to help test? Send me a DM.
👉 Get Blip on Google Play · Download from GitHub · 💬 Join the Discord
Thanks for being here ❤️